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Recurring Dreamer
For the people who want to simply contribute what they can! (Just know a single dollar is greatly effected by the transaction fee process! Higher the tier, the more money we actually get!)
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Willy Nilly Posts: These are weekend posts that are me mainly just shooting the shit, maybe putting out an idea that will or won't even happen in the game, or just sharing off general dev life stuff.
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Censored Previews of 18+Content: Mosaic blurred images of upcoming H-Scene Content.
Previews of Character Portraits: Get a look at upcoming characters, new outfits, and battle sprites, both WIP & finalized line work.
Previews of Cutscene Graphics. Take a peak ahead of time at upcoming CG images that indicated where the story will go!
Stream Archive Link: Access to a complete collection of any and every stream done by the dev members (Most likely just Morah!!)
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Trello Page Access: An In-Depth Progress Tracker will be used to show supporters what more work there is to be done in a given update.
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Wet Dreamer
For the very few who are bold or crazy enough to put their hard earned cash into the hands of some creative dorks like us!!
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Updated Bugfix + Boost Version (7/7/2025)
The link pinned to the main page should be updated by this point, and this here is the fully listed changelog for what to expect out of it! Feel free to check it out if you have the time, and let us know what *new* problems you see! Hopefully not as many though!
v0.06.7-7-25 Performance Boost
This build mainly focuses on improving performance, a lot of crashes were due to the higher system requirements. The Jazz crash specifically was due to hardware limitations.
Engine
Changed to Compatibility Renderer from Forward+, thus the game uses OpenGL (an older renderer) instead of Vulkan.
VRAM requirements down to 2GB from 4GB.
The 3D space has been re-arranged, the camera has been brought in with a lower draw distance on 2.5D parts of the game. Reducing the area it renders down to under 25% of the original.
Lighting has been redone due to changing the renderer.
Many animations have been redone to account for the smaller space.
Character movement may still be a bit strange because it was configured for the smaller space, it will be refined over time.
Improvements
Characters should have a stronger and smoother outline.
Music state is now saved, and should be restored correctly on load.
Reloading in the middle of a cg sequence / animation sequence should correctly restart the scene so that it will be viewed correctly.
MISC
Grammar Fixes.
Game file size has been reduced to 1.9GB from 7.4 GB when extracted.
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First Public Release Day! (Launch Update)
Oh joy! Oh happy days!!
This is kind of a really special day for all of us here at SDG. Today is the first ever day we get to post a public version of one of our games! It's been a long time coming to get to this moment, and it wasn't at all a small task, so thank you all for your support in any way you guys have contributed. Whether that was from a single dollar you gave over a year ago, or just posting porn or memes in the discord. Your engagement and questions always kept us moving and doing what we love with enthusiasm, so thanks!
Anyway, that's really enough from me, I'll just get to the changelogs and the download links.
V0.06.6-30-25 Launch Public Update
Changed from Redot 4.3 to Godot 4.4.1, navigate to %APPDATA%\Redot\app_userdata (Win+R, paste, run) on Windows and move the 'Dark Dimensions- Spiritual Successor' to %APPDATA%\Godot\app_userdata to transfer your saves and settings to the updated engine.
Content Updates:
Added additional sound effects.
Added additional music.
Script refined in some areas.
Some animations changed, or refined.
Improvements:
Consumption of VRAM has been reduced significantly.
Costly graphics option has been turned off in scenes where it would provide no effect, currently only active on the map.
Save names are filled with a default 'date/time' to simplify the process of saving.
Bug Fixes:
UI:
You can no longer dismiss the save screen while the input screen is visible, preventing a soft lock of the game.
Textbox name and quick button now should correctly hide anytime the textbox forcefully needs to hide.
NAVIGATION:
Gymnasium exit no longer points to the main hallway and instead to the right hallway.
QUEST:
An event trigger in the livingroom that could be activated improperly has been changed so that activation will only occur at the proper time.
Players who have saved outside the gymnasium after the event triggers before completing the investigation of the next location, and would be stuck from finishing the investigation, their location will be set to the Gymnasium upon loading.
BACKEND:
Reset data to defaults when returning to the title screen, fixes data persisting through starting a new game.
SAVE / LOADING:
Loading specific CG / event sequences, would not have their animation state set correctly on reload. This should now be corrected.
Upon loading, the textbox is dismissed instantly to prevent displaying the wrong text.
Download Links
If you'd like to know, the link to the actual download links are here, or it will be in a minute. You can check out the previous and future entries' changelog by accessing the link listed there as well.
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Release Day! It's here!!
For real this time!
Not gonna stall much, just gonna paste here the Changelog, and then after that, the LINK to the actual Download Link Post.
REMEMBER, THIS IS A BUGGY CRAPPY PIECE OF JUNK SO REPORT ALL FINDINGS IN THE DISCORT #report-a-bug CHANNEL IN THE APPROPRIATE THREAD!!
v0.06.6-15-25 Launch Update
Built using Godot (Redot fork), will move back to Godot within a version or two, and a heavily modified / extended version of Dialogic.
Content
-Explorable Locations:
Fenton Works
Casper High
-CG / Cutscenes:
A very bombastic intro with many pieces of art for you to enjoy.
Two ‘lewd’ scenes, although the background are still works in progress.
Game Engine / Dialogic Features:
History
Features non-animated portraits of characters, some currently missing, but allows you to review the dialogue of ‘scenarios’ you’ve experienced.
Keybinds
H: Hide textbox
F1: Show FPS / Performance Statistics
X: Advance dialogue
Rollback
Was not natively implemented into Dialogic, so a custom solution had to be coded. It is not as advanced as Ren’py’s version, but during a ‘scenario’ (when a dialogue box is present) it will allow you to hop back in conversation up to 60 lines.
Currently to prevent bugs, when an ‘event’ (internal record of various story points) threshold is crossed that ‘event’ will restart and clear the current rollback saves.
It is also disabled during more ‘cinematic / cg’ scenarios, because of animation glitches currently.
Save / Load
Saving / Loading is available at all times, but in the middle of an ‘event’ on load you will restart that event.
Saves are nameable, and contain other information about the current status of the game that is displayed on the UI.
Saves are also ‘prefixed’ with the current date, then time, and then version under which they were originally created.
This allows them to be organized, at the bottom of the save / load page you will see the ‘prefix’ currently selected, clicking on that will bring up a drop down menu showing you all saves sharing that ‘prefix’.
To preserve compatibility between versions and to fix bugged saves, the loaded data is processed beforehand to examine and fix logic bugs.
Settings
There are a wide range of UI customizations available. Including changing the background color / text color / outline color, the font used for dialogue, the font used for some UI pieces, and then a third font option used in other parts of the game.
Display settings are limited but will be expanded.
Gameplay options available are only for the battle preview mode, accessed on the title screen.
Also are sliders to control the overall volume, sound effect volume, ambient volume, music volume, and a special type of ‘music’ referred to as songs. Songs are used to provide more fine control of the music to us as creators.
Animated Characters
Spine, a mesh based animation tool, rigged character portraits are currently in the game, although currently their feature set is extremely limited.
2.5D world
Godot allows us to have the characters position themselves along the z axis (depth) along with the traditional y (up/down) and x (left/right). This gives us a lot of creative freedom.
Prototype 3D map
A prototype version of the intended city map has been made in 3D, and will continue to be updated with customized assets in the future. This semi-isometric map currently only covers a small part of the city, but more will be added in the future.
Prototype Battle System
From the title screen, a preview of the current direction for the Battle System is available to be tested. It is not completely representative of the desired balance, community feedback will help drive its advancement so it will help fulfill your fantasy of fighting as Danny.
There will not be direct leveling, but as the main scenario progresses further there will be a natural strengthening of Danny’s abilities.
Consumable Item Crafting will be part of the game and a way to even the odds in challenging battles.
Prototype Phone
Unlocked in the game, but currently not very useful, the phone will be your hub to interact with the game world and also have bonus content.
Custom Event System
Flexible event system that should lead to easy debugging of any logic errors, and keeps code related to it isolated from the dialogue of the game.
For player’s it will be completely invisible, but will open the doors to having a smooth experience while exploring the Dark Dimensions world.
Custom Navigation System
Our navigation system allows the smooth integration of characters / pickable items into the various locations of the game. They will only show up when the conditions in the game are correct, usually by time / quest / main scenario progress.
And here are the separate Download Links: $15 Wet Dreamer $10 Big Dreamer $5 Lucid Dreamer $3 Day Dreamer $1 Recurring Dreamer
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What Should You Expect on Friday... (READ!!)
Contact me for epic photoshop pro tips…
Hello one and all, and welcome on this fine Launch Update Eve. Been a long time coming for this moment, and we couldn't be happier. I mean, we *could* I suppose be happier, if we had more time to add more content, polish up everything, but I do feel like we've added a great of warnings within the game itself. And hopefully conveyed enough to all of you that the game development process is long, arduous and a little complicated, and often luck driven, both good and bad. This is meant to help temper both your expectations but also clue you guys in as to what is planned for the future as well.
So, I wanted to kind of give you guys a little 24 hour+ warning/expectations guide for the first launch update. Along with a throughly tested and comprehensive change log, I want to allow you guys to understand and know what you can look forward to. Cause over the course of time and with life getting in the way, our plans have to change a bit. Originally, this update was intended to include all the h-scenes we had planned in the course of the launch update script. That included the prologue, Danny’s birthday, the news segment, the beginning of school, Sam’s clothing incident, Danny phantom day, and thrum the first visit to the “Dark Verse” and the subsequent doppelgängers from that world.
At present, we are still whittling our way through the first hit of the first day of school, and even more so, we’re lacking a lot of animated expressionism. While I’m still happy that we’re working pretty decently with a new engine none of us have worked through before, that has caused some growing pains. And we might also be dealing with some additional problems involving growing pains working out this new artist-animator work flow, and with our coder in the middle also mediating and relaying GoDot info… stuff is gonna take some time.
So, all of this word salad to say, “Hey, before you decide to pledge your hard earned money out of super eager obligation, make sure you really analyze the work changelog for any and all updates.” Because we don’t want to just earn your cash and feel you guys didn’t get what you personally felt like paying for. So please, do yourself a favor and do your due diligence. Your satisfaction to us as a supporter is more important in the long term for us to prosper than it is to “swindle” any of your cash in the short. Use your wits, save your money when you *need* to, and always remember: Dark Dimensions will always remain a FREE public game, your monetary support is only a factor when you determine it would be worth to help throw us some of your rainy day money.
Anyway, along with that apprehensive forewarning about the update tomorrow and to keep your eyes open for the change-log before just pledging right away, I always come with some news. I realized in the course of this post that I’ve sorta been… a bit of a yapper. Promising certain things. Certain… consistent deadlines. Deadline I really wished w could promise, but I realized after asking for our actual game builder and resident Code monkey Epadder, that I don’t know are either reasonable or warranted. One of the things I’ve often mentioned often is this idea regarding monthly updates, meaning major or minor, we’d be putting out something every month. This would help us consistently improve the existing public or current update, as well as allow for 12 opportunities a year to potentially earn a new group of eyes via the various forums.
Well, Epadder has only expressed me to convey this message: we cannot PROMISE once a month, out of both practically and availability. We will instead be shooting for updates every other month, with bug fixes more consistently put out every other Fridays. We think that’s a good standard to start out with at least, and we will let you know of any other changes we want to make the schedule.
With this new schedule in mind, however, Epadder has informed me that he will actually want to produce three separate updates this month alone. Meaning the first launch update tomorrow, one a week from then either Friday or Saturday, and the final end of the month release as well. These will be attempts to add more content than you would find in a traditional bug fix anyway. So going into July, we should have a better and more consistent type schedule that will more accurately reflect what to expect going forward as well.
I’m sure that’s a whole lot of reading, and if you guys have any questions about any of my word salad in this post, feel free to reach outeither in the comments or by DMing me directly!
Thanks to all of you that intend on pledging tomorrow and beyond!!
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Important Staff Member News (READ!)
This is the other post I said I had to mention, and I wanted to make sure it was separate from the silliness of the other post, it tonally wasn't the same and deserved its own spot to bring this info to you guys.
Very sadly, we at the SDG team were informed by a member of staff that only just yesterday, a close relative to them had passed away. That's really all the details we are going to share about the incident to remain some privacy. The staff member has since informed us that they just got back from hanging with friends and family, and they're requesting a few days to themselves to get themselves sorted personally. We totally understand that need and are indulging them the time they need, full stop. Our mission is to not only provide our fans quality games, but to provide a healthy and meaningful partnership for our staff.
So with that being said, there's no immediate known knowledge as to when they might return, and we also don't know if this will effect the current timeline for the launch date. I don't think it *should* necessarily, but it absolutely could given what I know. We'll keep you guys as up to date as we all are. We're sorry if this does end up delaying release, but we're committed to the needs of our staff.
Any questions, please feel free to ask them here. Thank you very much,
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Dani Fenton/Phantom Special Preview (AND IMPORTANT LAUNCH DATE ANNOUNCEMENT!!)
Good Friday to all of you ghouls and gals out there, looking forward to the first launch update. We've been working hard to get stuff locked in for you all to see and have a smidgen to play with in our exciting new venture. We actually have some pretty interesting developments I know you'll all want to hear about, so please, READ THE ENTIRETY OF THIS POST OR JUST JUMP TO THE SECTION THAT SAYS "ANYWAY..." FOR THE IMPORTANT UPDATE.Dani Fenton/Phantom "Enhanced Sketches" First off, to help ease you guys into the prospect of the big news we're dropping in this post, we wanted to show off Danielle "Dani" Phantom to our ever developing cast of characters. Dani, as I'm sure some of you know, is well appreciated and respected in the Danny Phantom Porn-iverse a bit more than she ever really has been in terms of the show. A literal chromosome swap clone of our main man Danny has just the ripest potential for taboo kink factor, it sorta writes itself. She's basically the classic sophomore season "Let's make an inverse gender version of one of the main protagonists" maneuver, tried and true as ever. But that doesn't necessarily necessitate that the trope itself can't bring with it a cool aspect in character and story beat. We think our version of Dani has a lot of really cool underlying potential, and will be explored out a much greater degree than she ever really was.
Some of you may be wondering "Well, I know this is SubscribeStar, and you guys can get away with a lot more, but how are you going to tackle her whole... small demeanor aspect?" Well, as you can see, while we did want to maintain Dani's original petite, almost surfboard-esque proportions, we did in fact age her up. Both in terms of in-canon story elements, and proportions. How did we do that? Well we've got a big arcing narrative with time and stability issues, and it'll all in pretty good detail, explain how we get from the little shorty Dani to the grown up Dani you see in this preview. And she is still one of the shortest characters, coming in at around 4 foot 10 inches, so she'll still look quite diminutive.
I could probably go ahead and explain some of the actual details of her hero version and her civilian uniform. For clarification btw, these images are NOT what her actual character portraits will look like in-game. These are basically just some "Enhanced Sketches", to help serve as style guide and design outlines for when we eventually do need to bring her in, either in CG scenes or the actual story. So that's why they'll look a little "off" and maybe a bit too dynamic, if you compared her side by side with another character portrait. So, with her hero design, we wanted to incorporate the notion of going asymmetric with her design. We think that with her nature as a character who has struggled and has worries about her stability, being a clone made essentially of science goo and all, that she'd have a bit more practice of shape shifting than Danny or Vlad, closer in essence to somebody like Desiree in that respect. So we thought her outfit should have this kind of "all over the place" nature that isn't as symmetric as Danny's uniform. The original show version sorta had this same principle in mind, but obviously with that "Poochie the Dog" look, with the baggy pants and the "I'm with it and hip, yo!" sorta attitude in her design. We think the look we gave her is altogether familiar but also gives it a fresh new coat of paint, especially considering it's more mature in design (check out those side slits!). One element I really liked was the exposed shoulder on only one side, helping really sell uneven and lopsided theme.
Dani's hair in both designs is actually a bit more "downward and sharp", which I also think helps sell the sorta darker tone and more "badass" look, as though she's been through stuff when she's in hero mode, but also makes her look like a messy and cute dork when she's human. Speaking of, her civilian look is also a bit different from her "cool kid on the block" look from the show. She clearly just wants to wear what's comfortable for her, so shorty shorts, ankle socks, a polo (possibly a dress shirt, I just think that's a sexier idea?), and an oversized zip up hoodie with sleeve gloves. Part tomboy goober, part "Please be patient, I have autism", which, if you know what we're planning with her character, I think makes sense! We also changed out her red beanie in exchange for a red baseball cap, because we thought it made for a cuter tomboy aesthetic, and also, we already swapped out Tucker's beret for a red beanie, so we thought we shouldn't overcrowd hat types. I think it's a good change, she looks like your typical weirdo "cousin" who shows up on your door step and starts eating your snacks.
Anyway..."Oh, and just one other small thing, Andy's Birthday has been moved to... today."
So, we show off and promise you guys cool small girl tomboys... no strings attached? Sadly, not to be. We actually have some important news regarding the first launch update news.
The short of it is: Stray Dream Games is Delaying the first launch update release of "Dark Dimensions" about two weeks from the promised "Latest" date of "end of May".
...by about Two Weeks. Friday, June 13th.
Mark the calendars people, we've got an OFFICIAL, official release date for this fucking bullshit. Friday the 13th, June, around the afternoon, right at the start of the weekend, for $15 Wet Dreamer members. Just over a month out. Now, why is this happening? Well, cause we're sorta behind, in general? And that's on us, and that's bad of us, and you should be critical of us for that. We apologize for that, and we're sorry for making you guys deal with that. We hope two weeks out from the "latest" time we promised (end of May) isn't tooooo bad, but we get that it's annoying. But this is intended to be an actual proper scheduled date, and we'll look like right assholes if it's not at least by that weekend. The other reason is, specific to our coder extraordinaire team member, Epadder. See, he does a majority of all the crazy cool effects, actual code work, creation of the builds, as well as all the portraiting and scene work. What you actually PLAY and DO in the game? That's all that guy. And right now, he's going to be out of the Dark Dimensions workspace for about two weeks! Because he also now works with our fearless team leader, Lostraven, on a separate project we've advertised for here before, Parasite Black. So he needs an additional buffer to help finish his work there, as well as here. More or less, it's just a scheduling issue, and again, we hope this isn't tooooo disheartening. We'll understand if it is though, I'd be sad not being able to see these bad toon ladies get all nakey and shit too.
So you guys remember, we'll have early access to the launch update for members who pledge more, and approximately how many singular dollars you give, is how earlier you get the link before it goes public. So if you pledge $15, $10, $5, etc., you'll receive access to the update that many days earlier before public release. We'll have the public release on June 28th, and that will serve as the first "End of Month" release, which will be a bugfix and perhaps whatever new amount of content we generate in 15 days. Then, from that point on, we'll have additional end of month updates EVERY SINGLE MONTH, unless something stupid happens. That's the plan, and we're sticking to it. The updates might not be big "Story updates", but we're trying to get in the habit of monthly updates, even if it's just script corrections or updating expressions and other smaller but additional art assets.
Also, the actual update? It should be known that it will absolutely be a WORK IN PROGRESS. Don't contribute to gain early access expecting a super polished and complete package, like we may have wanted the launch update to initially be. We're working to get there, and we'll be showing off the level of polish we want to ACHIEVE with the game, via the art and the play feel, but it won't be perfect. Always keep that in mind, and feel free to pay for you own bills over our gooner shenanigans. Rome wasn't built in a day, and we're not expecting the team to be able to all quit their day jobs overnight. But to those that do contribute, you shall be exalted as the kings and queens(?) you are.
So, I think that's more or less it? I'll be around for any questions, just feel free to either leave a comment either here, or personally DM me, or submit a question in the "Ask a Dev" channel on Discord! Also, what did you think of Dani's new outfit? Are you excited for her debut in the game? As a bonus treat and way of saying "We're sorry", here's a preview of some of Mayor Connie's expressions, thanks to FraMe. She's got a great bounce to her!Mayor Connie Animation Test Later, enjoy your weekend, expect some more cool stuff and news soon!
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